Technoforged

In Myrandria, they have only been in existence for ~300 years, around the time the Aldoran Sovereignty seceded from the Empire of Tor. The technoforged were an invention of science and the arcane, mixing age-old magics with cutting edge technologies being spearheaded by Aldoran engineers and wizards. The first technoforged were mindless automatons, but later generations were improved upon by the Gruberk Institute for Technological Advancement (GITA), who devoted vast resources to improving these artificial soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Technoforged are made from wood, stone and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose. A technoforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.   See the Technoforged rebellion & emancipation to learn more about technoforged, how they won their freedom from being a slave race, and how they established their own city-state.   Home cities: Mechandria (if born after PR 2455), Gruberk Institute for Technological Advancement (if born after PR 2260), Any city in Aldor (if born after PR 2266)
*Golem being the first mold, the earliest sentient technoforged was created in PR 2260 (Maximum age: 292).
*If using the Automaton form, the technoforged must have been created AFTER PR 2450 (Maximum age: 102).
*If using the Mechanoid form, the technoforged must have been created AFTER PR 2523 (Maximum age: 30).
(Note: The cities listed above are the only cities a technoforged can currently emerge from, although they are free to travel anywhere afterward.)
  Living Steel and Stone
Technoforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood or stone. Armored plates form a protective outer shell and reinforce joints. All technoforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each technoforged. Beyond these common elements of technoforged design, the precise materials and build of a technoforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement.   While they’re formed from stone and steel, technoforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to technoforged that they do to other humanoids. A technoforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A technoforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.   Technoforged Personality
The technoforged were built to serve and to fight. For most of their existence, technoforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Dravenholm gave them freedom, but many technoforged struggle both to find a place in the world and to relate to the creatures that created them.   The typical technoforged shows little emotion. Many technoforged embrace a concrete purpose — protecting allies, completing a contract, or other pursuits — and devote themselves to this task as they were initially created to do. However, there are technoforged who delight in exploring their feelings and their freedom. Most technoforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.   The typical technoforged has a muscular, sexless body shape. Some technoforged ignore the concept of gender entirely, while others adopt a gender identity in emulation of creatures around them. While they do not need to wear clothing, there are many who find it an important step to fitting in with other sentient races. Beyond that, there are quite a few who have found it furthers their own unique identity to wear specific garments, as fashion is not necessarily lost on all technoforged.   Quirks
Whether due to some flaw in their creation or simple ignorance of how other creatures operate, technoforged often acquire an odd personality trait or two. A technoforged player can choose to roll or select a trait from the technoforged Quirks table.   1d10 Quirk
1 You analyze (out loud) the potential threat posed by every creature you meet.
2 You don’t understand emotions and often misread emotional cues.
3 You are fiercely protective of anyone you consider a friend.
4 You often say the things you are thinking aloud without realizing it.
5 You try to apply wartime tactics and discipline to every situation.
6 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
7 You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status.
8 You are obsessed with your appearance, and constantly polish and buff your armor.
9 You are deeply concerned with following proper procedures and protocols.
10 War is the only thing that makes sense to you, and you’re always looking for a fight.
  Technoforged Names
Technoforged were assigned numerical designations for use in military service in the early days of their existence. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.   Technoforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple, Vault, Wall, Wood.
  Magically enhancing a technoforged
See the rules regarding Enhancing an artificial body.   Technoforged Traits
Your technoforged character has the following traits.   Ability Score Increase: Your Constitution score increases by 1.
Age: A typical technoforged is between two and thirty years old, the oldest in existence being 292 years old. The maximum lifespan of the technoforged remains a mystery; so far, technoforged have shown no signs of deterioration due to age.
Alignment: Most technoforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.
Size: Your size is Medium. Most technoforged stand between 5 and 6 1/2 feet tall. Weight and build are affected by subrace.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common.
Technoforged Resilience: You were created to have remarkable fortitude, represented by the following benefits.
* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
* You are immune to disease.
* You don’t need to eat, drink, or breathe.
* You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection: Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
  Mode_______________________Prerequisite________________AC
Darkwood Core (unarmored):__None______________8 + DEX mod (+2 if prof with light armor)
*Damage Vulnerability: Fire. * Damage Resistance: Necrotic.
Composite Plating (armor):____Medium armor prof__13 + DEX mod (max of 2) + CON mod (max of 2)
*Damage Vulnerability: Cold.
Heavy Plating (armor):________Heavy armor prof____16 + CON mod (max of 3)
*Damage Vulnerability: Force, Lightning. *Disadvantage on Stealth checks.
  --If playing a class that changes your base AC, such as Barbarian, use this chart but match your AC if it would be higher using that class trait.
--Keep in mind, all traits and feats that deal with armor treat all 3 armor modes as both unarmored and armored at the same time.
  ---Choose one of these form types---
The technoforged of this world come in three forms: Golem, Automaton and Mechanoid. Golem is given life through magical energy, and the others through gadgetry and science using emerging technologies. These three distinctions would be the same as ethnicity in other races, but can offer differences in how they will be affected by the world around them.
*Note on Mechanoid: The original technoforged design was that of clockwork (Automaton however, after PR 2523 when steam technology was discovered, advanced a steam-powered Mechanoid design became available.
  1) Golem
Animated mostly by magic, this mostly rock and metal form most closely resembles golems that have been created by wizards for thousands of years. The large difference being that these can think and act for themselves. This is the oldest and most stable design, still being created today due to their lack of mechanical problems. It is extremely important to note that while they are animated by magic, they are immune to any sort of spells to dispel said magic. The magic that animated them created life, not a mere aura or enchantment. They have a natural aptitude for working with things magical in nature, can blend in with their environment quite well, and have a minor magical barrier that softens incoming attacks. Initially brought to life in PR 2260.
+2 Arcana
+2 Stealth
Golem Shield: Naturally has a magical barrier granting temporary HP equal to 2 + (Level * 2). This restores after a long rest.
  2) Automaton
This form is powered by magically enchanted parts resembling clock pieces, along with a magical gem serving as their heart. Again, the enchantment used to initially bring each Automaton to life cannot be dispelled by mere magic spells or traps. Quick and time-tested, this form as several improvements upon the original design, but does suffer from one flaw. Light on their feet, and skilled with their hands, Automatons are able to transition from moving to combat and back without so much as a pause. Due to this unnatural quickness, they suffer from a lack of awareness of their surroundings. Initially designed in PR 2450.
+5 Speed.
+2 Acrobatics
-2 Perception
Clockwork Movement: Able to use Disengage as a bonus action. After this is used, it cannot be used until initiative is rolled again.   3) Mechanoid
Created through completely non-magical means, this form is brought to life by steam power and special magical gem serving as their core. This is the latest form available to technoforged creators and offers a number of improvements, but also several critical flaws. Awkward and loud, but have several abilities that completely change the rules of combat and self-defense at hefty prices. Initially designed in PR 2523.
+2 Athletics
+2 Animal Handling
+2 Performance
+2 Intimidation
-5 Speed
-2 Stealth
-2 Sleight of Hand
-2 Perception
-2 Persuasion
Steam Engine Noise: When making a party stealth check, if you fail the check it counts as double.
The abilities below cannot be used on the same turn.
Steam Sprint: Able to use the Dash action as a free action, but then unable to move for 2 turns while their internal engine cools.
Steam Movement: Able to use Disengage as a free action. After this is used, it cannot move next turn.
Steam Action: Able to use an extra Action. After this is used, completely lose next turn.
Steam Defense: Able to use the Dodge or Defend action as a Reaction. After this is used, lose all actions on next turn, but can still move.
    ---Choose one of these subraces---
1) Envoy
As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the technoforged subraces, and yours could be a unique design. People of every race tend to feel less uneasy in your presence, unless you're intending to be threatening. Envoy technoforged stand between 5 and 6 feet in height and can weigh 100-200 pounds.   ENVOYS: SPECIALIZED DESIGN
As the name implies, most technoforged were built to fight. The vast majority of technoforged are juggernauts or skirmishers — soldiers and scouts designed to protect. Technoforged envoys, however, were designed to perform other functions. As an envoy you have a skill, a tool proficiency, and a tool that’s part of your body. When you make an envoy character, consider the following questions: what is your purpose? How does your skill and tool reflect that purpose? What form does your integrated tool take? If you have embedded thieves’ tools, for instance, are your fingers actually lockpicks, or can you produce keys from various parts of your body? The following characters are examples of technoforged with integrated tools.   Lute is a bard with the entertainer background; his namesake instrument folds out of his left arm.
Compass Rose is a wizard with the outlander background. A keen explorer, she uses her built-in cartographer’s tools to record the paths she travels.
Masque is an infiltrator. A rogue with the charlatan background and an integrated disguise kit, she was built to blend in and assassinate.
  In developing your integrated tool, remember that you must have your hands free to use it. Masque, the infiltrator mentioned above, doesn’t shapeshift like a changeling; she has to manually adjust her appearance.   Ability Score Increase: Two different ability scores of your choice increase by 1.
Specialized Design: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Integrated Tool: Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
  2) Juggernaut
You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut technoforged stand between 6 and 8 feet in height and can weigh 300-500 pounds.   Ability Score Increase: Your Strength score increases by 2.
Iron Fists: When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  3) Skirmisher
You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed. Skirmisher technoforged stand between 5 and 7 feet in height, and generally weigh 150-250 pounds.   Ability Score Increase: Your Dexterity score increases by 2.
Swift: Your walking speed is increased by 5 feet.
Light Step: When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about "travel pace").